Half-Djinn

From Fax Encyclopedicus

Jump to: navigation, search
Races
Racial Progressions
Classes
Skills
Skill Sets
Feats
Equipment
Magic
Psionics
Monsters
  • -2 Wisdom
  • Medium: As medium creatures, half-djinn do not receive any special bonuses based on size.
  • Speed: A half-djinn's base land speed is 30 feet.
  • Native: Half-djinn are creatures of the Outsider type with the (Native) subtype. As such, half-djinn are not subject to spells or effects that affect humanoids only (such as charm person or dominate person). They can, however, be raised, reincarnated, or resurrected just as other living creatures can be, and they need to eat and sleep.
  • Djinn Blood: For all effects related to race, a half-djinn is considered a djinn.
  • Magical Sensitivity: Spells or spell-like abilities cast on a half-djinn character function as if they had +1 caster level.
  • Elemental Birthright: A half-djinn, being descended from genies, has inherited some of their ancestors' abilities. Each half-djinn manifests additional traits, based on their lineage
  • Dao:
  • Natural Magic: A half-dao has a small pool of magical charges they may tap into daily. A half-dao has one charge per three class levels, minimum one. A charge may be spent to activate one of the following spell-like abilities or to power a feat with the [Half-Dao] descriptor: magic stone. Caster level equals the half-dao's class levels.
  • Djinn:
  • Natural Magic: A half-djinn has a small pool of magical charges they may tap into daily. A half-djinn has one charge per three class levels, minimum one. A charge may be spent to activate one of the following spell-like abilities or to power a feat with the [Half-Djinn] descriptor: levitate. Caster level equals the half-djinn's class levels.
  • Efreet:
  • Natural Magic: A half-efreet has a small pool of magical charges they may tap into daily. A half-efreet has one charge per three class levels, minimum one. A charge may be spent to activate one of the following spell-like abilities or to power a feat with the [Half-Efreet] descriptor: produce flame. Caster level equals the half-efreet's class levels.
  • Jann:
  • Natural Magic: A half-jann has a small pool of magical charges they may tap into daily. A half-jann has one charge per three class levels, minimum one. A charge may be spent to activate one of the following spell-like abilities or to power a feat with the [Half-Jann] descriptor: enlarge person, reduce person. Caster level equals the half-jann's class levels.
  • Marid:
  • Natural Magic: A half-marid has a small pool of magical charges they may tap into daily. A half-marid has one charge per three class levels, minimum one. A charge may be spent to activate one of the following spell-like abilities or to power a feat with the [Half-Marid] descriptor: water breathing. Caster level equals the half-marid's class levels.
  • Automatic Languages: Common. Bonus Languages: Aquan, Auran, Ignan, and Terran.
  • Favored Class: Sorceror.
Level BAB Fort Ref Will Special Spellweaving
1st +1 +1 +1 +1 Stat Increase, Selective Spell Targeting, Skill Bonus -
2nd +2 +1 +1 +1 Stat Increase, Improved Natural Magic +1 level of existing class

HD: d8

Skills: 4+Int, 1 set

Prowess: 4 per level

Proficiencies: Half-djinn are proficient with simple and martial weapons. Half-djinn gain no proficiencies with armor or shields.

Stat Increase: At first level, a half-djinn permanently increases their Constitution by two. At second level, a half-djinn permanently increases their Charisma by two.

Selective Spell Targeting (Ex): When a spell is being cast on a half-djinn that only affects specific kinds of creatures (such as charm person), the half-djinn can choose to be treated like he is of the humanoid type for the purposes of that spell. This ability requires no action, but is not usable when the half-djinn is unconscious or dead.

Skill Bonus: A half-djinn receives a racial bonus on Stealth, Spellcraft, and Use Magic Device checks equal to twice his levels in this racial class.

Spellweaving: At second level, a half-djinn gains new seeds known and augments his spellweaving class feature as if he had also gained a level in whatever spellweaving class he belonged to before he added the racial class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of half-djinn to the level of whatever other spellweaving class the character has, then determines seeds known accordingly.

If a character had more than one spellweaving class before he took the level of half-djinn he must decide to which class he adds each level of half-djinn for the purpose of determining seeds known and the power of his spellweaving class feature.

Improved Natural Magic: At second level, a half-djinn adds spells to the list of spell-like abilities dependent upon their specific heritage. The half-djinn also gains one additional natural magic charge per day.

  • Half-Dao: soften earth and stone, stone shape
  • Half-Djinn: gaseous form, fly
  • Half-Efreet: flame arrow, flame blade
  • Half-Jann: invisibility, silence
  • Half-Marid: control water, water walk
Personal tools
Google AdSense